Sustainable Strategies for Digital Communication of Cliff Inscriptions Based on the Experience Economy and AHP: A Case Study of the Shimen Thirteen Inscriptions
Abstract
1. Introduction
1.1. Research Background and Significance
1.2. The Current State of Digital Dissemination
1.3. Experience Economy Theory and Its Application
1.4. Review of Evaluation Methods
1.5. Research Gaps
- (1)
- Lack of empirical support for experience dimension weights, complicating the prioritization of platform functions;
- (2)
- Disconnection between expert-based weighting and user experience evaluation, with no hybrid models forming a closed evaluation–optimization loop;
- (3)
- Existing studies mostly focus on the presentation of results, lacking actionable iterative solutions and thus struggling to enhance sustainable dissemination outcomes.
1.6. Research Objectives and Innovations
- (1)
- Validate the applicability of the four-dimensional experience economy model to cliff inscription digital scenarios and reveal the reordering of weights for education, entertainment, aesthetics, and immersion;
- (2)
- Construct a hybrid evaluation framework combining expert-based AHP weighting and user perception scoring, and propose a “weight × gap” priority analysis approach to achieve a closed loop from evaluation to optimization;
- (3)
- Based on empirical results, design an iterative scheme of “progressive interaction + hierarchical knowledge delivery”, thus providing a replicable tool for the sustainable digital dissemination of cliff inscriptions and similar immovable heritage.
- (1)
- For the first time, the experience economy model is contextually extended and empirically validated in a “purely digital plus immovable” heritage scenario;
- (2)
- A “rational weighting—sensory scoring—integrated analysis” paradigm is proposed to bridge the gap between expert judgment and user experience in evaluation;
- (3)
- A full-chain methodology is developed, providing decision support for the continuous operation of digital cultural heritage platforms, from indicator construction to iterative optimization.
1.7. Structure of This Paper
2. Related Work
2.1. Technological Evolution in Digital Cultural Heritage Dissemination
2.2. Unique Challenges in the Digitization of Cliff Inscriptions
2.3. Application of Experience Economy Theory in Cultural Heritage
2.4. Development of Cultural Heritage Evaluation Methods
2.5. Research Gaps and Positioning of This Study
3. Methods
3.1. Overview of Research Design
3.2. Selection of Research Object
3.2.1. Case Selection
- (1)
- Representativeness: The Shimen Thirteen Inscriptions are classified as top-level national cultural relics, exemplifying the highest artistic achievements of Chinese cliff inscriptions, with significant historical and cultural value.
- (2)
- Technical Integrity: The platform prototype covers multiple modules, including virtual exhibitions, interactive experiences, and educational courses.
- (3)
- Data Availability: The research team focuses on museum studies; however, the platform described in this paper is a research prototype intended solely for academic research and method validation. Whether it will be jointly implemented with the museum is still under discussion and evaluation. We do not claim any deployed application at this stage. Appendix A provides the full questionnaire items.
3.2.2. Definition of Functional Modules
3.3. Construction of the Evaluation Index System
3.3.1. Development Process
3.3.2. Final Index System
3.4. Determination of AHP Weights
3.4.1. Expert Selection
3.4.2. Construction of Judgment Matrices
3.4.3. Weight Calculation Steps
- (1)
- Construct the judgment matrix
- (2)
- Calculate the maximum eigenvalue and the corresponding eigenvector
- (3)
- Normalize the eigenvector to obtain the weight vector
- (4)
- Consistency check:
3.5. User Experience Survey
3.5.1. Sample Size Determination
3.5.2. Sampling Method
3.5.3. Data Collection Procedure
- -
- Three attention-check questions (e.g., “Please select ‘Strongly Agree’”)
- -
- Discarded questionnaires completed in less than 5 min
- -
- Discarded questionnaires with identical responses to all items
- -
- Checked for duplicate IP addresses to prevent repeated submissions
3.5.4. Measurement Tool and Documentation
3.6. Data Analysis Methods
3.6.1. Descriptive Statistics
3.6.2. Reliability and Validity Testing
3.6.3. Weight-Score Comprehensive Analysis
3.6.4. Statistical Software
4. Results
4.1. Sample Characteristics and Data Quality
4.1.1. Sample Composition
4.1.2. Reliability and Validity Test Results
4.2. Results of AHP Weight Calculation
4.2.1. Primary Dimension Weights
| Indicator | A | B | C | D | Weight | Ranking |
|---|---|---|---|---|---|---|
| A Immersion | 1 | 3 | 1/2 | 3 | 0.298 | 2 |
| B Education | 1/3 | 1 | 1/3 | 2 | 0.136 | 4 |
| C Interaction | 2 | 3 | 1 | 4 | 0.444 | 1 |
| D Aesthetics | 1/3 | 1/2 | 1/4 | 1 | 0.122 | 3 |
| λmax = 4.094, CI = 0.031, RI = 0.90, CR = 0.035 < 0.10 | ||||||
4.2.2. Global Weights of Second-Level Constructs
| Rank | Code | Name | Local Weight | Global Weight |
|---|---|---|---|---|
| 1 | C2 | Participation Convenience | 0.443 | 0.197 |
| 2 | C1 | Operational Diversity | 0.387 | 0.172 |
| 3 | A2 | Sensory Stimulation | 0.454 | 0.135 |
| 4 | A3 | Attentional Focus | 0.321 | 0.096 |
| 5 | C3 | Feedback Immediacy | 0.17 | 0.075 |
| 6 | A1 | Scene Authenticity | 0.225 | 0.067 |
| 7 | B1 | Knowledge Richness | 0.545 | 0.074 |
| 8 | D2 | Cultural Ambience | 0.443 | 0.054 |
| 9 | D1 | Visual Attractiveness | 0.387 | 0.047 |
| 10 | B2 | Ease of Understanding | 0.273 | 0.037 |
| 11 | B3 | Learning Effectiveness | 0.182 | 0.025 |
| 12 | D3 | Innovative Expression | 0.17 | 0.021 |
4.3. User Experience Evaluation Results
4.3.1. Dimension Scores
| Dimension | Mean | SD | Min | Max |
|---|---|---|---|---|
| Immersion | 4.12 | 0.62 | 2.33 | 5 |
| Education | 3.85 | 0.71 | 2 | 5 |
| Interaction | 4.08 | 0.68 | 2.11 | 5 |
| Aesthetics | 4.15 | 0.65 | 2.44 | 5 |
| Overall Satisfaction | 4.05 | 0.69 | 2 | 5 |
4.3.2. Detailed Scores for Second-Level Constructs
4.4. Synthesis of Weight and Score
4.5. Functional Module Effectiveness Analysis
4.5.1. Comparison of Module Scores
4.5.2. Behavioral Analysis of Module Use
5. Discussion
5.1. Restructuring the Experience Model in Digital Environments
5.2. The Paradox of Technological Accessibility and Experience Quality
5.3. The Value Dilemma of Educational Functions
5.4. Opportunities in Digital Aesthetics
5.5. Innovations and Limitations in Evaluation Methods
5.6. Avoiding a “Purely Objectified” Focus in Practice
- (1)
- Decentralized production: Users now both consume and contribute to experience design via interaction, creation, and sharing.
- (2)
- Redefined boundaries: Experiences can take place anytime, anywhere, and are infinitely repeatable and shareable—moving from “peak experience” to “continuous experience”.
- (3)
- Real-time evaluation: Every interaction can be tracked, providing a foundation for precise optimization. The “weight × gap” approach exemplifies this trend.
6. Conclusions
- (1)
- Significant restructuring of the experience model: Interaction (44.4%) ranks first, followed by immersion (29.8%), with education (15.3%) and aesthetics (10.5%) trailing. This demonstrates that in this study’s prototype and sample, users’ experiential focus leans toward a “doing culture” orientation characterized by participation and co-creation.
- (2)
- Paradox between technological novelty and broad accessibility: While advanced AR/VR can boost immersion, device barriers limit their reach. Developers need to balance technological innovation with accessibility to enable broader participation.
- (3)
- Double dilemma in education functionality: The education dimension is both low-weighted and low-scoring, signaling that “edutainment” designs are not yet well executed. Systematic knowledge transmission should be organically embedded within engaging interactions.
- (4)
- Direct channel for optimization via “weight × gap”: The proposed “expert weighting–user quantification–gap analysis” method establishes a seamless path from evaluation to product iteration, efficiently pinpointing and prioritizing improvement areas for agile development.
- (5)
- Three-stage iteration scheme: Based on gap analysis, a three-stage “progressive interaction + tiered knowledge delivery” optimization path is proposed:
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Conflicts of Interest
Appendix A
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| Functional Module | Main Features | Corresponding Experience Dimensions |
|---|---|---|
| Virtual Exhibition | 360° panoramic tours, detail magnification, multilingual commentary | Immersion, Aesthetics |
| Interactive Video | Short themed clips, barrage interaction, personalized recommendations | Interaction, Education |
| Online Courses | Hierarchical curricula, expert live streams, online quizzes | Education |
| Digital Creation | Virtual rubbings, calligraphy creation, work sharing | Interaction, Aesthetics |
| AI Guide | Intelligent Q&A, personalized routes, voice interaction | Interaction, Immersion |
| AR/VR Experience | Scene reconstruction, virtual restoration, immersive tours | Immersion, Aesthetics |
| Attribute | Category | Count | Percentage (%) |
|---|---|---|---|
| Gender | Male | 92 | 46.5 |
| Female | 53.5 | ||
| Age | 18–25 | 58 | 29.3 |
| 26–35 | 61 | 30.8 | |
| 36–45 | 49 | 24.7 | |
| Above 45 | 30 | 15.2 | |
| Education Level | ≤High School | 38 | 19.2 |
| College/Bachelor | 121 | 61.1 | |
| Postgraduate | 39 | 19.7 | |
| Digital Product Experience | First-time | 57 | 28.8 |
| Occasional | 82 | 41.4 | |
| Frequent | 59 | 29.8 |
| Dimension | Cronbach’s α | CR | AVE | Items |
|---|---|---|---|---|
| Immersion | 0.892 | 0.895 | 0.741 | 9 |
| Education | 0.878 | 0.881 | 0.712 | 9 |
| Interaction | 0.906 | 0.908 | 0.767 | 9 |
| Aesthetics | 0.885 | 0.887 | 0.724 | 9 |
| Total Scale | 0.946 | — | — | 36 |
| KMO = 0.928; Bartlett’s test of sphericity χ2 = 5847.32 (p < 0.001), indicating suitability for factor analysis. | ||||
| Indicator | Mean | SD | Global Weight | Weighted Score | Full Score Gap |
|---|---|---|---|---|---|
| C2 Participation Convenience | 4.23 | 0.71 | 0.197 | 0.833 | 0.77 |
| C1 Operational Diversity | 3.92 | 0.82 | 0.172 | 0.674 | 1.08 |
| A2 Sensory Stimulation | 4.18 | 0.69 | 0.135 | 0.564 | 0.82 |
| A3 Attentional Focus | 4.05 | 0.75 | 0.096 | 0.389 | 0.95 |
| B1 Knowledge Richness | 3.78 | 0.88 | 0.074 | 0.28 | 1.22 |
| D2 Cultural Ambience | 4.21 | 0.68 | 0.054 | 0.227 | 0.79 |
| Priority | Indicator | Weighted Gap | Improvement Suggestion |
|---|---|---|---|
| P1 | C1 Operational Diversity | 0.186 | Add gesture recognition, voice control, etc. |
| P1 | C2 Participation Convenience | 0.152 | Optimize UI design and simplify operations |
| P2 | A2 Sensory Stimulation | 0.111 | Strengthen sound design; introduce haptics |
| P2 | A3 Attentional Focus | 0.091 | Develop immersive storytelling, limit distractions |
| P2 | B1 Knowledge Richness | 0.09 | Deepen content, add expert commentary |
| P3 | D2 Cultural Ambience | 0.043 | Integrate more traditional aesthetic elements |
| Module | Immersion | Education | Interaction | Aesthetics | Overall Score |
|---|---|---|---|---|---|
| Virtual Exhibition | 4.32 | 3.98 | 3.87 | 4.45 | 4.16 |
| Interactive Video | 3.89 | 4.12 | 4.23 | 4.01 | 4.06 |
| Online Courses | 3.45 | 4.38 | 3.56 | 3.67 | 3.77 |
| Digital Creation | 4.01 | 3.67 | 4.56 | 4.34 | 4.15 |
| AI Guide | 4.23 | 3.89 | 4.45 | 3.98 | 4.14 |
| AR/VR Experience | 4.67 | 3.78 | 4.12 | 4.38 | 4.24 |
| Module | Avg Use Time (min) | Usage Rate (%) | Completion Rate (%) |
|---|---|---|---|
| Virtual Exhibition | 12.3 | 87.4 | 78.5 |
| Interactive Video | 8.7 | 76.3 | 82.1 |
| Online Courses | 23.5 | 42.7 | 61.3 |
| Digital Creation | 15.8 | 58.6 | 69.7 |
| AI Guide | 10.2 | 71.2 | 75.8 |
| AR/VR Experience | 18.6 | 38.9 | 71.4 |
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Wei, H.; Jing, X.; Luh, D.; Yan, H. Sustainable Strategies for Digital Communication of Cliff Inscriptions Based on the Experience Economy and AHP: A Case Study of the Shimen Thirteen Inscriptions. Appl. Sci. 2025, 15, 11510. https://doi.org/10.3390/app152111510
Wei H, Jing X, Luh D, Yan H. Sustainable Strategies for Digital Communication of Cliff Inscriptions Based on the Experience Economy and AHP: A Case Study of the Shimen Thirteen Inscriptions. Applied Sciences. 2025; 15(21):11510. https://doi.org/10.3390/app152111510
Chicago/Turabian StyleWei, Hua, Xinyu Jing, Dingbang Luh, and Haixia Yan. 2025. "Sustainable Strategies for Digital Communication of Cliff Inscriptions Based on the Experience Economy and AHP: A Case Study of the Shimen Thirteen Inscriptions" Applied Sciences 15, no. 21: 11510. https://doi.org/10.3390/app152111510
APA StyleWei, H., Jing, X., Luh, D., & Yan, H. (2025). Sustainable Strategies for Digital Communication of Cliff Inscriptions Based on the Experience Economy and AHP: A Case Study of the Shimen Thirteen Inscriptions. Applied Sciences, 15(21), 11510. https://doi.org/10.3390/app152111510
